Brute force Mending

1
The power to heal wounds.
Used by Jimmy Rockman, Created by Enkidu.
(This Effect is obviously Alien when used. You are obviously treating your target for the entire cast time. You must actively and obviously be using Big stick.)

Dr, Rockman beats the target and some how target is healed not harmed

As long as Jimmy think it will work it does


Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must actively and obviously use Big stick to activate this Effect. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Kickass + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

Spend an Action. Select a target within 300 feet which has both fuel and oxygen available (if you are starting a new fire). You must use up hand full of ashes in order to activate this Effect.

You may start a new fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of 4 puts out the fire
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a Living target within 45 feet. Roll Intellect + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's material Armor is completely ignored.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see user ripping apart reality itself to damage the target.

This Gift's Cost is capped at 2 and cannot be increased further.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 2 Actions. Select a Sapient target or a Creature within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Perception + Alertness at Difficulty 6.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You learn what the target values most and where to find it, provided they know. This includes any hidden or concealed treasures.

The quality and specificity of information gained depends on your Outcome.

Possession of this Power grants the following Battle Scar: A weird Fellow (Disfigured).

Possession of this Power grants the following Trauma at all times: Scripted Responses You have an overwhelming fear of being controlled by an unseen force. Whenever you are given a direct command, forced into a predetermined course of action, or encounter something that feels too perfectly scripted, you must roll Self-Control to avoid hesitation, paranoia, or a reckless attempt to break free..

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 30 minutes to activate. You may only target yourself. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Even with Willful End, Full Polymorphs take a day to revert.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend a Free Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. You may select a target at any range if you use up a part of the target. You must actively and obviously use gun to activate this Effect.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you just fucking verbally assaulting this thing...what the fuck man.

Possession of this Power grants the following Trauma at all times: Abusive - You very obviously don't treat others right, and that's not cool. (Whenever you enter into conversation with someone, roll a Self-Control roll in order to not be very obviously an asshole and receive UP TO +2 Difficulty to speak with this person).

  • All commands can be issued as a Free Action, not just the initial activation.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.

You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.

Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.

Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.

Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • This consumable is destroyed when used and cannot be used again.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.